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by Error323
23 Jan 2010, 23:30
Forum: AI
Topic: Skirmish AI: E323AI 3.22.4
Replies: 749
Views: 78719

Re: Skirmish AI: E323AI v3.14.5 - High Templar

Not according to my compiler.
by Error323
23 Jan 2010, 23:19
Forum: AI
Topic: Skirmish AI: E323AI 3.22.4
Replies: 749
Views: 78719

Re: Skirmish AI: E323AI v3.14.5 - High Templar

I thought you've considered this image: http://springrts.com/phpbb/download/file.php?id=3137 Ok. I'll explain. Let assume path->second.size() = 4. waypoint = std::min<int>(MOVE_BUFFER, path->second.size()-segment-1) = min(1, 4 - 1 - 1) = 1 After (segment = 1; segment < path->second.size()-waypoint;...
by Error323
23 Jan 2010, 22:09
Forum: AI
Topic: Skirmish AI: E323AI 3.22.4
Replies: 749
Views: 78719

Re: Skirmish AI: E323AI v3.14.5 - High Templar

E323AI v3.14.5 - High Templar Changelog: Group merging re enabled Watermap support E323AI SO/DLL: E323AI-HighTemplar E323AI SRC: E323AI@github So finally I fixed the bug that caused SIGSEGV wrt ATask::remove(). Performed several extensive tests on multiple partial water maps and no weird behaviour ...
by Error323
23 Jan 2010, 14:28
Forum: AI
Topic: Book review - "Artificial Intelligence for Games, 2nd Edt."
Replies: 6
Views: 1133

Re: Book review - "Artificial Intelligence for Games, 2nd Edt."

I'm gonna buy it, looks interesting!

lol @ the subchapter sequence:
2.2.1 Hacks
2.2.2 Heuristics
2.2.3 Algorithms
by Error323
20 Jan 2010, 19:51
Forum: AI
Topic: Skirmish AI: E323AI 3.22.4
Replies: 749
Views: 78719

Re: Skirmish AI: E323AI v3.13.1 - High Templar

I tried to make a config file for XTAPEV96 today, but the ai generates its own (with a generated mod name) instead of using my file. I named the files XTAPEV96-categorization.cfg and XTAPEV96-config.cfg this should work right? or am i missing something? It only uses the first two characters of the ...
by Error323
12 Jan 2010, 18:07
Forum: AI
Topic: Skirmish AI: E323AI 3.22.4
Replies: 749
Views: 78719

Re: Skirmish AI: E323AI v3.13.1 - High Templar

I can only guarantee a stable E323AI for XTA and BA (its original supported mods) when someone wants to create configfiles for E323AI for a different mod this guarantee is gone.
by Error323
11 Jan 2010, 08:59
Forum: AI
Topic: Skirmish AI: E323AI 3.22.4
Replies: 749
Views: 78719

Re: Skirmish AI: E323AI v3.13.1 - High Templar

E323AI v3.13.1 - High Templar Changelog: Group merging Generation of config files on new mod Config updates in BA and XTA Epic target selection More defensive on close units Removed state debuggin info Auto vehicle/kbot selection Commander walking reduced (thx for pointing out) No watermaps support...
by Error323
10 Jan 2010, 19:41
Forum: AI
Topic: Skirmish AI: E323AI 3.22.4
Replies: 749
Views: 78719

Re: Skirmish AI: E323AI v3.14.3 - High Templar

Hi Merijn,

Just start the AI with NOTA and it should build the basic template files for you wrt NOTA. From there you can adjust them to your needs.
by Error323
04 Jan 2010, 20:51
Forum: AI
Topic: Skirmish AI: E323AI 3.22.4
Replies: 749
Views: 78719

Re: Skirmish AI: E323AI v3.14.3 - High Templar

No haven't!!! Just extremely busy, was even during holidays. I don't wanna make any promises as to when I'll have a new version but I'm working on it.
by Error323
22 Dec 2009, 12:04
Forum: AI
Topic: Skirmish AI: E323AI 3.22.4
Replies: 749
Views: 78719

Re: Skirmish AI: E323AI v3.14.3 - High Templar

Nice to see you came back. I could suspect you wait until smb fix your errors :) But i won't. Hahaha, well ofc not =), but I must say it did make me curious :P. Your ARegistrar concept blowed my brains. You wrote /* The other objects where this registrar is registered */ std::list<ARegistrar*> reco...
by Error323
21 Dec 2009, 16:05
Forum: AI
Topic: Skirmish AI: E323AI 3.22.4
Replies: 749
Views: 78719

Re: Skirmish AI: E323AI v3.14.3 - High Templar

Hey Slogic,

Nice! I've finally got some spare time again and will take a look at it this evening.
by Error323
04 Dec 2009, 09:12
Forum: AI
Topic: Skirmish AI: E323AI 3.22.4
Replies: 749
Views: 78719

Re: Skirmish AI: E323AI v3.14.3 - High Templar

Hey Slogic and Achilla,

Thanks alot for your feedback, I'll promise to look into it asap. I just don't have a whole lot of time right now, but I haven't quit or something!
by Error323
26 Nov 2009, 00:27
Forum: AI
Topic: Skirmish AI: E323AI 3.22.4
Replies: 749
Views: 78719

Re: Skirmish AI: E323AI v3.14.3 - High Templar

E323AI v3.14.3 - High Templar Changelog: Removed merging functionality E323AI SO/DLL: E323AI-HighTemplar E323AI SRC: E323AI@github My testing and the feedback you guys gave me (thnx) showed that the crashes were caused by the merging code. The AI just can't do it properly at the moment, partly beca...
by Error323
21 Nov 2009, 00:47
Forum: AI
Topic: Skirmish AI: E323AI 3.22.4
Replies: 749
Views: 78719

Re: Skirmish AI: E323AI v3.14.2 - High Templar

bartvbl wrote:a small note:
the commander doesn't look where it is going to dgun. It will dgun through factories if needed.
Epic, my code is self learning! Heh no I think u've been watching the wrong A.I.
by Error323
20 Nov 2009, 14:11
Forum: AI
Topic: Skirmish AI: E323AI 3.22.4
Replies: 749
Views: 78719

Re: Skirmish AI: E323AI v3.14.2 - High Templar

I specially asked him about value of infolog. He told they are useful anyway. ;) Ok, i see it's better to finally learn how to compile AI dlls locally. Why AI does not use Advanced Solar Collectors? Aren't they are cost effective? Then it is not a true BA, you should told them with proof :) Where e...
by Error323
19 Nov 2009, 17:57
Forum: AI
Topic: Skirmish AI: E323AI 3.22.4
Replies: 749
Views: 78719

Re: Skirmish AI: E323AI v3.14.2 - High Templar

Exactly, when the AI would be able to annihilate every single player we can discuss non-cheating ;). Aside from that, its goal is now to "train/challenge" human players as it resembles an agressive human strategy (or tries to anyway).
by Error323
19 Nov 2009, 02:44
Forum: AI
Topic: Skirmish AI: E323AI 3.22.4
Replies: 749
Views: 78719

Re: Skirmish AI: E323AI v3.14.2 - High Templar

E323AI v3.14.2 - High Templar Changelog: Fixed pathfinding on watermaps :} (thx Tobi) Restored building both KBOT and VEHICLE SIGSEGV fix E323AI SO/DLL: E323AI-HighTemplar E323AI SRC: E323AI@github So watermaps are now possible, however the AI itself will never build water stuff. Furthermore, vehic...
by Error323
18 Nov 2009, 17:40
Forum: AI
Topic: Skirmish AI: E323AI 3.22.4
Replies: 749
Views: 78719

Re: Skirmish AI: E323AI v3.13.1 - High Templar

slogic wrote:If the map has any segment of deep water then current version of AI is not suitable for this map. So, wait until Error323 removes "No watermaps support yet" note. Yep, this message does not mean AI does not support naval units. It means worse.
xD
by Error323
17 Nov 2009, 13:14
Forum: AI
Topic: Skirmish AI: E323AI 3.22.4
Replies: 749
Views: 78719

Re: Skirmish AI: E323AI v3.13.1 - High Templar

Well it would be done on the same level as the categorizations are so something like: SCOUTER > ARTILLERY ASSAULT > SCOUTER ANTIAIR > AIR ARTILLERY > ANTIAIR SNIPER > ASSAULT About your previous post I'll see what I can do, states are currently not taken into account for factorybuilds which they sho...

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